Prev: 95B3 Up: Map Next: 960F
95E8: Animate an item of coal in a room.
Used by the routine at 95B3.
Input
IX Pointer to coal data (see 964D)
95E8 LD L,(IX+$02) Multiply the Y position by 32 and put it in HL.
95EB LD H,$00
95ED ADD HL,HL
95EE ADD HL,HL
95EF ADD HL,HL
95F0 ADD HL,HL
95F1 ADD HL,HL
95F2 LD E,(IX+$01) Put the X position in DE.
95F5 LD D,$00
95F7 ADD HL,DE Add the two together to get a screen offset.
95F8 PUSH HL Remember the base address.
95F9 LD DE,$5800 Convert to an attribute address.
95FC ADD HL,DE
95FD LD A,(HL) Switch the attribute colour.
95FE OR $07
9600 INC A
9601 AND $78
9603 LD (HL),A
9604 POP HL Restore the base address.
9605 LD DE,$CF54 Point to the correct place in the screen attribute buffer (CF54).
9608 ADD HL,DE
9609 LD (HL),$FF Flash the attribute here.
960B CALL $960F Redraw the coal and return.
960E RET
Prev: 95B3 Up: Map Next: 960F